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316 lines
11 KiB
C++
316 lines
11 KiB
C++
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// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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#include "OpenGL.hpp"
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#include "TextureTarget.hpp"
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#include "Shader.hpp"
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using namespace Outputs;
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struct CRT::OpenGLState {
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OpenGL::Shader *shaderProgram;
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GLuint arrayBuffer, vertexArray;
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GLint positionAttribute;
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GLint textureCoordinatesAttribute;
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GLint lateralAttribute;
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GLint textureSizeUniform, windowSizeUniform;
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GLint boundsOriginUniform, boundsSizeUniform;
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GLint alphaUniform;
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GLuint textureName, shadowMaskTextureName;
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CRTSize textureSize;
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OpenGL::TextureTarget *compositeTexture;
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OpenGL::TextureTarget *colourTexture;
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OpenGL::TextureTarget *filteredTexture;
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OpenGLState() : shaderProgram(nullptr) {}
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~OpenGLState()
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{
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delete shaderProgram;
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}
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};
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static GLenum formatForDepth(unsigned int depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED;
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case 2: return GL_RG;
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case 3: return GL_RGB;
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case 4: return GL_RGBA;
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}
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}
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void CRT::construct_openGL()
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{
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_openGL_state = nullptr;
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_current_frame = _last_drawn_frame = nullptr;
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_composite_shader = _rgb_shader = nullptr;
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}
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void CRT::destruct_openGL()
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{
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delete (OpenGLState *)_openGL_state;
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if(_composite_shader) free(_composite_shader);
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if(_rgb_shader) free(_rgb_shader);
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}
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void CRT::draw_frame(int output_width, int output_height, bool only_if_dirty)
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{
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_current_frame_mutex->lock();
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GLint defaultFramebuffer;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFramebuffer);
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if(!_current_frame && !only_if_dirty)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if(_current_frame && (_current_frame != _last_drawn_frame || !only_if_dirty))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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if(!_openGL_state)
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{
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_openGL_state = new OpenGLState;
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glGenTextures(1, &_openGL_state->textureName);
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glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glGenVertexArrays(1, &_openGL_state->vertexArray);
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glBindVertexArray(_openGL_state->vertexArray);
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glGenBuffers(1, &_openGL_state->arrayBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
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prepare_shader();
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}
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push_size_uniforms(output_width, output_height);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_current_frame->number_of_vertices * _current_frame->size_per_vertex), _current_frame->vertices, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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if(_openGL_state->textureSize.width != _current_frame->size.width || _openGL_state->textureSize.height != _current_frame->size.height)
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{
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GLenum format = formatForDepth(_current_frame->buffers[0].depth);
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glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, _current_frame->size.width, _current_frame->size.height, 0, format, GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
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_openGL_state->textureSize = _current_frame->size;
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if(_openGL_state->textureSizeUniform >= 0)
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glUniform2f(_openGL_state->textureSizeUniform, _current_frame->size.width, _current_frame->size.height);
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}
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _current_frame->size.width, _current_frame->dirty_size.height, formatForDepth(_current_frame->buffers[0].depth), GL_UNSIGNED_BYTE, _current_frame->buffers[0].data);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_current_frame->number_of_vertices);
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}
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_current_frame_mutex->unlock();
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}
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void CRT::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void CRT::push_size_uniforms(unsigned int output_width, unsigned int output_height)
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{
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if(_openGL_state->windowSizeUniform >= 0)
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{
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glUniform2f(_openGL_state->windowSizeUniform, output_width, output_height);
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}
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// GLfloat outputAspectRatioMultiplier = 1.0;//(viewSize.x / viewSize.y) / (4.0 / 3.0);
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// _aspectRatioCorrectedBounds = _frameBounds;
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// CGFloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _frameBounds.size.width;
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// _aspectRatioCorrectedBounds.origin.x -= bonusWidth * 0.5f * _aspectRatioCorrectedBounds.size.width;
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// _aspectRatioCorrectedBounds.size.width *= outputAspectRatioMultiplier;
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if(_openGL_state->boundsOriginUniform >= 0)
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glUniform2f(_openGL_state->boundsOriginUniform, 0.0, 0.0); //(GLfloat)_aspectRatioCorrectedBounds.origin.x, (GLfloat)_aspectRatioCorrectedBounds.origin.y);
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if(_openGL_state->boundsSizeUniform >= 0)
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glUniform2f(_openGL_state->boundsSizeUniform, 1.0, 1.0);//(GLfloat)_aspectRatioCorrectedBounds.size.width, (GLfloat)_aspectRatioCorrectedBounds.size.height);
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}
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void CRT::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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}
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void CRT::set_rgb_sampling_function(const char *shader)
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{
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_rgb_shader = strdup(shader);
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}
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char *CRT::get_vertex_shader()
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{
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// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point; there's also some setup for NTSC, PAL or whatever.
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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return strdup(
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"#version 150\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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"in float lateral;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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"out float lateralVarying;"
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"out vec2 shadowMaskCoordinates;"
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"uniform vec2 textureSize;"
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"const float shadowMaskMultiple = 600;"
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"out vec2 srcCoordinatesVarying;"
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"void main(void)"
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"{"
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"lateralVarying = lateral + 1.0707963267949;"
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"shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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"vec2 mappedPosition = (position - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
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"}");
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}
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char *CRT::get_fragment_shader()
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{
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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// const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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// const char *const ntscFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[4];\n"
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// "in float phase;\n"
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// "\n"
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// "// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
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// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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// const char *const ntscFragmentShaderBody =
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// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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// "vec4 samples = vec4("
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// " sample(srcCoordinatesVarying[0], angles.x),"
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// " sample(srcCoordinatesVarying[1], angles.y),"
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// " sample(srcCoordinatesVarying[2], angles.z),"
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// " sample(srcCoordinatesVarying[3], angles.w)"
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// ");\n"
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// "\n"
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// "float y = dot(vec4(0.25), samples);\n"
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// "samples -= vec4(y);\n"
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// "\n"
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// "float i = dot(cos(angles), samples);\n"
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// "float q = dot(sin(angles), samples);\n"
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// "\n"
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// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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return get_compound_shader(
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"#version 150\n"
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"in float lateralVarying;"
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"in vec2 shadowMaskCoordinates;"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"uniform sampler2D shadowMaskTexID;"
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"uniform float alpha;"
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"in vec2 srcCoordinatesVarying;"
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"in float phase;\n"
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"%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, 1.0);"
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"}"
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, _rgb_shader);
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}
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char *CRT::get_compound_shader(const char *base, const char *insert)
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{
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size_t totalLength = strlen(base) + strlen(insert) + 1;
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char *text = new char[totalLength];
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snprintf(text, totalLength, base, insert);
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return text;
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}
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void CRT::prepare_shader()
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{
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char *vertex_shader = get_vertex_shader();
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char *fragment_shader = get_fragment_shader();
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_openGL_state->shaderProgram = new OpenGL::Shader(vertex_shader, fragment_shader);
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_openGL_state->shaderProgram->bind();
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_openGL_state->positionAttribute = _openGL_state->shaderProgram->get_attrib_location("position");
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_openGL_state->textureCoordinatesAttribute = _openGL_state->shaderProgram->get_attrib_location("srcCoordinates");
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_openGL_state->lateralAttribute = _openGL_state->shaderProgram->get_attrib_location("lateral");
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_openGL_state->alphaUniform = _openGL_state->shaderProgram->get_uniform_location("alpha");
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_openGL_state->textureSizeUniform = _openGL_state->shaderProgram->get_uniform_location("textureSize");
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_openGL_state->windowSizeUniform = _openGL_state->shaderProgram->get_uniform_location("windowSize");
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_openGL_state->boundsSizeUniform = _openGL_state->shaderProgram->get_uniform_location("boundsSize");
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_openGL_state->boundsOriginUniform = _openGL_state->shaderProgram->get_uniform_location("boundsOrigin");
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GLint texIDUniform = _openGL_state->shaderProgram->get_uniform_location("texID");
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GLint shadowMaskTexIDUniform = _openGL_state->shaderProgram->get_uniform_location("shadowMaskTexID");
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glUniform1i(texIDUniform, 0);
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glUniform1i(shadowMaskTexIDUniform, 1);
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glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute);
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glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute);
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glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute);
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const GLsizei vertexStride = kCRTSizeOfVertex;
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glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_TRUE, vertexStride, (void *)kCRTVertexOffsetOfPosition);
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glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
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glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
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}
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void CRT::set_output_device(OutputDevice output_device)
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{
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}
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